Battlezone 98 Redux

Battlezone 98 Redux

ISDF Chronicles: Campaign & Mod Pack
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Update: 18 Jun, 2024 @ 7:16pm

Update Fixes:
  • Mission 8 Sabre had wrong gun slots
  • Service module overhauled. Now supports automated enemy service vehicles. They will randomly pick and follow friendlies to keep them topped off.
    Added table cleanups to remove destroyed trucks.
    Service trucks will repair friendly buildings but only if they are told to follow it (so it doesn't interfere with healing allied craft). Optimized to use objectsinrange instead of allcraft.
  • Sky Bomber module overhauled. Now supports automated enemy sky bomber attacks, will randomly target core infrastructure targets but not wingmen
    You will definitely want to have gun spires by your Recycler otherwise the sky bomber can and will fly directly over it and possibly nuke it with the bombs
    Will be redirected to bomber bay if it first paths to Recycler
  • Music module overhauled
    Supports track skipping, pausing, volume up/down, and different group shuffle play in IA missions
    Using control+shift and ‘/’ will show a command menu. You can play all BZ tracks on shuffle or all custom tracks (seen in campaign) on shuffle. Group shuffle play also includes a "Now Playing" text so you know what song is on. This seemed appropriate for IA missions where there isn't story going on and you're just vibing.
  • Satchel Explosive didn’t explode on expiration
  • Satchel Explosive now has double the damage radius and more explosion shake compared to the MDM Satchel (reason being you can manually trigger MDM satchel on enemy unit proximity, so timed explosive should have more reward for timing it well).
  • MDM Satchel Explosive object doesn’t fall into the ground anymore
  • ISDF Minelayer had a missing thruster jet
  • ISDF Walker now has correct damaged smoke emitters instead of emitting way behind the unit
  • Fix for mission 8 not ending from a save
  • Scion Warrior gun slots were missing
  • Added mortar hardpoint to Scion Warrior
  • Scion Warden (APC) now has a cockpit
  • Scion Minelayer now has a cockpit
  • Scion Brawler cockpit fixed
  • Scion Brawler 2nd rocket hardpoint fixed
  • Scion Boltmine now shoots a bolt properly
  • Fixed missing VO’s for Archer, and attempted to fix the bad rotation in the Archer mesh
  • Added mortar hardpoint to Scion Titan, and fixed some mesh issues
  • Ported remaining BZ2 weapons: Rave, DaBomb, Fountain Mine, Laser Pop Gun, Laser Rocket
  • Scion MultiLock missile has been redone. Charge type weapon that fires homing ordnance. Charging longer results in more projectiles that fire a faster salvo. The missiles home toward targets and act like pop guns, so as they get near the target they change path and dart toward the target faster. While you can’t technically lock onto multiple targets at once, you can achieve hitting multiple targets with them fairly easily.
    Scion faction overhauled and now a better cohesive faction:
  • Unique VO’s for Forge (factory), Stronghold (armory), Scorpion Interceptor, Minelayer
  • Recycler VO’s adjusted
  • All Scion weapons organized and placed into armory with powerups/descriptions
  • Scion APC soldiers changed to use Scion bazooka instead of normal ion gun
  • Scion Betty voices now play correctly when you play as them
  • Scion Prox Mine added
  • Sonic Blast heavily buffed (slows down enemy, causes damage, and shakes them)
  • Added new Scion weapons: Fountain mine, laser popper, laser rocket
  • Jammers now function as a type of jammer that can be built by Scions
    Blocks all remote attack commands against friendly units within it’s radius
    Example: An enemy scout is ordered to attack a Guardian near the Jammer. When the scout gets to within 300M of the jammer, it will stop and not continue attacking. If the guardian moves <200 M to the scout, it will then be able to attack.
    Visual effects added to the jammer radius and the blocked units
  • New IA Mission, HiLo Scion (player) vs ISDF (enemy AI)
  • World “Wasteland” added, used on HiLo IA map
  • ScrapPool’s AI has been partially merged into the IA missions so you can expect mines, artillery, APC attacks, snipers, etc.
  • ISDF now has an entire stock orange variant (including all units and buildings). They are ODF’s ending in “o” like “ivturro”. Used in IA missions.
  • All explosion effects have been tuned to have 50% or even less particles. This means visually they will have all the same effects but less amounts of them per explosion. This should massively help FPS.
  • Explosion chunks have once again been revamped
  • Optimization passes that significantly decreases the amount of particles per explosion. Visually it still looks pretty similar but affects FPS far less.
  • Chunks were flying far too high/faster than I intended, due to an error of values under the wrong header. This has been fixed, and some chunks now don’t bounce near as much and simply fall apart. This looks more natural then pieces repeatedly bouncing or flying far into the air.
  • Chunks will break into different pieces depending on if it hits the ground, another vehicle, etc
  • Orange ISDF breaks into orange chunks, green ISDF breaks into green chunks
  • Chunks did far too much damage than intended, they should now do only small chip damage instead of 100+ per piece.
  • Building chunks redone as well
  • Chunks no longer have sound effects as they fly through the air - cuts down on sound channel usage and the explosions themselves still create sound

One note: There is a weapon in Scion armory called "Armor Shield" it currently does nothing. That's something I'm still testing.

Update: 18 Jun, 2024 @ 7:10pm

Feature Update

Update: 18 Jun, 2024 @ 7:08pm

Feature Update

Update: 14 May, 2024 @ 3:33am

Update: 12 May, 2024 @ 6:35am

Update: 11 May, 2024 @ 7:06pm

Update: 11 May, 2024 @ 7:02pm

Update: 9 May, 2024 @ 2:14pm

Update: 8 May, 2024 @ 9:09pm

Fixed ending bug in 15
Moved scrap tug spawn in 15 so he doesnt fall off edge.

Update: 8 May, 2024 @ 5:50pm